1. Dar is not required to play NeJ2. You may drop him if you wish. Maximum you'll miss his big quest in the third part and stay without the best fighter-cleric in the whole series.
I suppose i can just kick him then pick him back up before the 3rd part?, Big thanks to the modders btw .
I used http://www.shsforums...showtopic=19826 guide, a few bugs but fixable. Forced npc's can be anoying, i realy enjoyed NeJ and found that with the tatical add ons it was one of the hardest mods to complete, but the characters Dar and Hrothgar are certainly not 1st choice party members. Idealy some mod allowing more than 6 npc's would be fantastic although i suspect if it was posible or compatible then it would have been done by now?
Ok it's all fixed , i explained it in the topic you had a link to.
You wouldn't happen to know where i can trade in the merchant league banknotes(for full price) btw??
Posted by
M@t
on 10 August 2006 - 02:53 PM
in
Big Picture
I had the same problem also, what i did was add the files seanas uploaded to override, started a new game, then clua'd to AR0406, then went to my save game which resulted in the area working , ppl who can only clua into the cc may need to use shadow keeper to get the key to open the doors, as i was on wrong side when i clua'd in .